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这是一篇关于JAVA的超级玛丽游戏,源代码的部分在下面正文中介绍,图片和音频的部分都放在百度云盘,需要的自行下载。
开发工具:eclipse2021-12
JDK版本:JDK15.0.1
需要引入额外的JAR包,不然程序会报错,主要是音乐加不进来。
jl-1.0.1.jar
百度云盘
链接:https://pan.baidu.com/s/1Nc28_UKsBV3QHGXfOjSAMg
提取码:uqz9
编码格式:UTF-8
启动程序以后,直接进入游戏,游戏运行时的画面
入口程序在MyFrame.java类中。
代码如下:
MyFrame.java类
package com.sxt; import java.awt.Color; import java.awt.Font; import java.awt.Graphics; import java.awt.Image; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.io.FileNotFoundException; import java.util.ArrayList; import java.util.List; import javax.swing.JFrame; import javax.swing.JOptionPane; import javazoom.jl.decoder.JavaLayerException; public class MyFrame extends JFrame implements KeyListener,Runnable { //用于存储所有的背景 private List<BackGround> allBg = new ArrayList<>(); //用于存储当前的背景 private BackGround nowBg = new BackGround(); //用于双缓存 private Image offScreenImage = null; //马里奥对象 private Mario mario = new Mario(); //定义一个线程对象,用于实现马里奥的运动 private Thread thread = new Thread(this); public MyFrame() { //设置窗口的大小为800 * 600 this.setSize(800,600); //设置窗口居中显示 this.setLocationRelativeTo(null); //设置窗口的可见性 this.setVisible(true); //设置点击窗口上的关闭键,结束程序 this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //设置窗口大小不可变 this.setResizable(false); //向窗口对象添加键盘监听器 this.addKeyListener(this); //设置窗口名称 this.setTitle("超级玛丽"); //初始化图片 StaticValue.init(); //初始化马里奥 mario = new Mario(10,355); //创建全部的场景 for (int i = 1;i <= 3;i++) { allBg.add(new BackGround(i, i == 3 ? true : false)); } //将第一个场景设置为当前场景 nowBg = allBg.get(0); mario.setBackGround(nowBg); //绘制图像 repaint(); thread.start(); try { new Music(); } catch (FileNotFoundException e) { e.printStackTrace(); } catch (JavaLayerException e) { e.printStackTrace(); } } @Override public void paint(Graphics g) { if (offScreenImage == null) { offScreenImage = createImage(800,600); } Graphics graphics = offScreenImage.getGraphics(); graphics.fillRect(0,0,800,600); //绘制背景 graphics.drawImage(nowBg.getBgImage(),0,0,this); //绘制敌人 for (Enemy e : nowBg.getEnemyList()) { graphics.drawImage(e.getShow(),e.getX(),e.getY(),this); } //绘制障碍物 for (Obstacle ob : nowBg.getObstacleList()) { graphics.drawImage(ob.getShow(),ob.getX(),ob.getY(),this); } //绘制城堡 graphics.drawImage(nowBg.getTower(),620,270,this); //绘制旗杆 graphics.drawImage(nowBg.getGan(),500,220,this); //绘制马里奥 graphics.drawImage(mario.getShow(),mario.getX(),mario.getY(),this); //添加分数 Color c = graphics.getColor(); graphics.setColor(Color.BLACK); graphics.setFont(new Font("黑体",Font.BOLD,25)); graphics.drawString("当前的分数为: " + mario.getScore(),300,100); graphics.setColor(c); //将图像绘制到窗口中 g.drawImage(offScreenImage,0,0,this); } public static void main(String[] args) { MyFrame myFrame = new MyFrame(); } @Override public void keyTyped(KeyEvent e) { } //当键盘按下按键时调用 @Override public void keyPressed(KeyEvent e) { //向右移动 if (e.getKeyCode() == 39) { mario.rightMove(); } //向左移动 if (e.getKeyCode() == 37) { mario.leftMove(); } //跳跃 if (e.getKeyCode() == 38) { mario.jump(); } } //当键盘松开按键时调用 @Override public void keyReleased(KeyEvent e) { //想左停止 if (e.getKeyCode() == 37) { mario.leftStop(); } //向右停止 if (e.getKeyCode() == 39) { mario.rightStop(); } } @Override public void run() { while (true) { repaint(); try { Thread.sleep(50); if (mario.getX() >= 775) { nowBg = allBg.get(nowBg.getSort()); mario.setBackGround(nowBg); mario.setX(10); mario.setY(355); } //判断马里奥是否死亡 if (mario.isDeath()) { JOptionPane.showMessageDialog(this,"马里奥死亡!!!"); System.exit(0); } //判断游戏是否结束 if (mario.isOK()) { JOptionPane.showMessageDialog(this,"恭喜你!成功通关了"); System.exit(0); } } catch (InterruptedException e) { e.printStackTrace(); } } } }
StaticValue.java类
package com.sxt; import javax.imageio.ImageIO; import java.awt.*; import java.awt.image.BufferedImage; import java.io.File; import java.io.IOException; import java.util.ArrayList; import java.util.List; public class StaticValue { //背景 public static BufferedImage bg = null; public static BufferedImage bg2 = null; //马里奥向左跳跃 public static BufferedImage jump_L = null; //马里奥向右跳跃 public static BufferedImage jump_R = null; //马里奥向左站立 public static BufferedImage stand_L = null; //马里奥向右站立 public static BufferedImage stand_R = null; //城堡 public static BufferedImage tower = null; //旗杆 public static BufferedImage gan = null; //障碍物 public static List<BufferedImage> obstacle = new ArrayList<>(); //马里奥向左跑 public static List<BufferedImage> run_L = new ArrayList<>(); //马里奥向右跑 public static List<BufferedImage> run_R = new ArrayList<>(); //蘑菇敌人 public static List<BufferedImage> mogu = new ArrayList<>(); //食人花敌人 public static List<BufferedImage> flower = new ArrayList<>(); //路径的前缀,方便后续调用 public static String path = System.getProperty("user.dir") + "/src/images/"; //初始化方法 public static void init() { try { //加载背景图片 bg = ImageIO.read(new File(path + "bg.png")); bg2 = ImageIO.read(new File(path + "bg2.png")); //加载马里奥向左站立 stand_L = ImageIO.read(new File(path + "s_mario_stand_L.png")); //加载马里奥向右站立 stand_R = ImageIO.read(new File(path + "s_mario_stand_R.png")); //加载城堡 tower = ImageIO.read(new File(path + "tower.png")); //加载旗杆 gan = ImageIO.read(new File(path + "gan.png")); //加载马里奥向左跳跃 jump_L = ImageIO.read(new File(path + "s_mario_jump1_L.png")); //加载马里奥向右跳跃 jump_R = ImageIO.read(new File(path + "s_mario_jump1_R.png")); } catch (IOException e) { e.printStackTrace(); } //加载马里奥向左跑 for (int i = 1;i <= 2;i++) { try { run_L.add(ImageIO.read(new File(path + "s_mario_run"+ i +"_L.png"))); } catch (IOException e) { e.printStackTrace(); } } //加载马里奥向右跑 for (int i = 1;i <= 2;i++) { try { run_R.add(ImageIO.read(new File(path + "s_mario_run"+ i +"_R.png"))); } catch (IOException e) { e.printStackTrace(); } } try { //加载障碍物 obstacle.add(ImageIO.read(new File(path + "brick.png"))); obstacle.add(ImageIO.read(new File(path + "soil_up.png"))); obstacle.add(ImageIO.read(new File(path + "soil_base.png"))); } catch (IOException e) { e.printStackTrace(); } //加载水管 for (int i = 1;i <= 4;i++) { try { obstacle.add(ImageIO.read(new File(path + "pipe"+ i +".png"))); } catch (IOException e) { e.printStackTrace(); } } //加载不可破坏的砖块和旗子 try { obstacle.add(ImageIO.read(new File(path + "brick2.png"))); obstacle.add(ImageIO.read(new File(path + "flag.png"))); } catch (IOException e) { e.printStackTrace(); } //加载蘑菇敌人 for (int i = 1;i <= 3;i++) { try { mogu.add(ImageIO.read(new File(path + "fungus"+i+".png"))); } catch (IOException e) { e.printStackTrace(); } } //加载食人花敌人 for (int i = 1;i <= 2;i++) { try { flower.add(ImageIO.read(new File(path + "flower1."+i+".png"))); } catch (IOException e) { e.printStackTrace(); } } } }
Obstacle.java类
package com.sxt; import java.awt.image.BufferedImage; public class Obstacle implements Runnable{ //用于表示坐标 private int x; private int y; //用于记录障碍物类型 private int type; //用于显示图像 private BufferedImage show = null; //定义当前的场景对象 private BackGround bg = null; //定义一个线程对象 private Thread thread = new Thread(this); public Obstacle(int x,int y,int type,BackGround bg) { this.x = x; this.y = y; this.type = type; this.bg = bg; show = StaticValue.obstacle.get(type); //如果是旗子的话,启动线程 if (type == 8) { thread.start(); } } public int getX() { return x; } public int getY() { return y; } public int getType() { return type; } public BufferedImage getShow() { return show; } @Override public void run() { while (true) { if (this.bg.isReach()) { if (this.y < 374) { this.y += 5; }else { this.bg.setBase(true); } } try { Thread.sleep(50); } catch (InterruptedException e) { e.printStackTrace(); } } } }
Music.java
package com.sxt; import javazoom.jl.decoder.JavaLayerException; import javazoom.jl.player.Player; import java.io.BufferedInputStream; import java.io.FileInputStream; import java.io.FileNotFoundException; public class Music { public Music() throws FileNotFoundException, JavaLayerException { Player player; String str = System.getProperty("user.dir") + "/src/Music/music.wav"; BufferedInputStream name = new BufferedInputStream(new FileInputStream(str)); player = new Player(name); player.play(); } }
Mario.java
package com.sxt; import java.awt.image.BufferedImage; public class Mario implements Runnable{ //用于表示横纵坐标 private int x; private int y; //用于表示当前的状态 private String status; //用于显示当前状态对应的图像 private BufferedImage show = null; //定义一个BackGround对象,用来获取障碍物的信息 private BackGround backGround = new BackGround(); //用来实现马里奥的动作 private Thread thread = null; //马里奥的移动速度 private int xSpeed; //马里奥的跳跃速度 private int ySpeed; //定义一个索引 private int index; //表示马里奥上升的时间 private int upTime = 0; //用于判断马里奥是否走到了城堡的门口 private boolean isOK; //用于判断马里奥是否死亡 private boolean isDeath = false; //表示分数 private int score = 0; public Mario() { } public Mario (int x,int y) { this.x = x; this.y = y; show = StaticValue.stand_R; this.status = "stand--right"; thread = new Thread(this); thread.start(); } //马里奥的死亡方法 public void death() { isDeath = true; } //马里奥向左移动 public void leftMove() { //改变速度 xSpeed = -5; //判断马里奥是否碰到旗子 if (backGround.isReach()) { xSpeed = 0; } //判断马里奥是否处于空中 if (status.indexOf("jump") != -1) { status = "jump--left"; }else { status = "move--left"; } } //马里奥向右移动 public void rightMove() { xSpeed = 5; //判断马里奥是否碰到旗子 if (backGround.isReach()) { xSpeed = 0; } if (status.indexOf("jump") != -1) { status = "jump--right"; }else { status = "move--right"; } } //马里奥向左停止 public void leftStop() { xSpeed = 0; if (status.indexOf("jump") != -1) { status = "jump--left"; }else { status = "stop--left"; } } //马里奥向右停止 public void rightStop() { xSpeed = 0; if (status.indexOf("jump") != -1) { status = "jump--right"; }else { status = "stop--right"; } } //马里奥跳跃 public void jump() { if (status.indexOf("jump") == -1) { if (status.indexOf("left") != -1) { status = "jump--left"; }else { status = "jump--right"; } ySpeed = -10; upTime = 7; } //判断马里奥是否碰到旗子 if (backGround.isReach()) { ySpeed = 0; } } //马里奥下落 public void fall() { if (status.indexOf("left") != -1) { status = "jump--left"; }else { status = "jump--right"; } ySpeed = 10; } @Override public void run() { while (true) { //判断是否处于障碍物上 boolean onObstacle = false; //判断是否可以往右走 boolean canRight = true; //判断是否可以往左走 boolean canLeft = true; //判断马里奥是否到达旗杆位置 if (backGround.isFlag() && this.x >= 500) { this.backGround.setReach(true); //判断旗子是否下落完成 if (this.backGround.isBase()) { status = "move--right"; if (x < 690) { x += 5; }else { isOK = true; } }else { if (y < 395) { xSpeed = 0; this.y += 5; status = "jump--right"; } if (y > 395) { this.y = 395; status = "stop--right"; } } }else { //遍历当前场景里所有的障碍物 for (int i = 0; i < backGround.getObstacleList().size(); i++) { Obstacle ob = backGround.getObstacleList().get(i); //判断马里奥是否位于障碍物上 if (ob.getY() == this.y + 25 && (ob.getX() > this.x - 30 && ob.getX() < this.x + 25)) { onObstacle = true; } //判断是否跳起来顶到砖块 if ((ob.getY() >= this.y - 30 && ob.getY() <= this.y - 20) && (ob.getX() > this.x - 30 && ob.getX() < this.x + 25)) { if (ob.getType() == 0) { backGround.getObstacleList().remove(ob); score += 1; } upTime = 0; } //判断是否可以往右走 if (ob.getX() == this.x + 25 && (ob.getY() > this.y - 30 && ob.getY() < this.y + 25)) { canRight = false; } //判断是否可以往左走 if (ob.getX() == this.x - 30 && (ob.getY() > this.y - 30 && ob.getY() < this.y + 25)) { canLeft = false; } } //判断马里奥是否碰到敌人死亡或者踩死蘑菇敌人 for (int i = 0;i < backGround.getEnemyList().size();i++) { Enemy e = backGround.getEnemyList().get(i); if (e.getY() == this.y + 20 && (e.getX() - 25 <= this.x && e.getX() + 35 >= this.x)) { if (e.getType() == 1) { e.death(); score += 2; upTime = 3; ySpeed = -10; }else if (e.getType() == 2) { //马里奥死亡 death(); } } if ((e.getX() + 35 > this.x && e.getX() - 25 < this.x) && (e.getY() + 35 > this.y && e.getY() - 20 < this.y)) { //马里奥死亡 death(); } } //进行马里奥跳跃的操作 if (onObstacle && upTime == 0) { if (status.indexOf("left") != -1) { if (xSpeed != 0) { status = "move--left"; } else { status = "stop--left"; } } else { if (xSpeed != 0) { status = "move--right"; } else { status = "stop--right"; } } } else { if (upTime != 0) { upTime--; } else { fall(); } y += ySpeed; } } if ((canLeft && xSpeed < 0) || (canRight && xSpeed > 0)) { x += xSpeed; //判断马里奥是否到了最左边 if (x < 0) { x = 0; } } //判断当前是否是移动状态 if (status.contains("move")) { index = index == 0 ? 1 : 0; } //判断是否向左移动 if ("move--left".equals(status)) { show = StaticValue.run_L.get(index); } //判断是否向右移动 if ("move--right".equals(status)) { show = StaticValue.run_R.get(index); } //判断是否向左停止 if ("stop--left".equals(status)) { show = StaticValue.stand_L; } //判断是否向右停止 if ("stop--right".equals(status)) { show = StaticValue.stand_R; } //判断是否向左跳跃 if ("jump--left".equals(status)) { show = StaticValue.jump_L; } //判断是否向右跳跃 if ("jump--right".equals(status)) { show = StaticValue.jump_R; } try { Thread.sleep(50); } catch (InterruptedException e) { e.printStackTrace(); } } } public int getX() { return x; } public void setX(int x) { this.x = x; } public int getY() { return y; } public void setY(int y) { this.y = y; } public BufferedImage getShow() { return show; } public void setShow(BufferedImage show) { this.show = show; } public void setBackGround(BackGround backGround) { this.backGround = backGround; } public boolean isOK() { return isOK; } public boolean isDeath() { return isDeath; } public int getScore() { return score; } }
Enemy.java
package com.sxt; import java.awt.image.BufferedImage; public class Enemy implements Runnable{ //存储当前坐标 private int x; private int y; //存储敌人类型 private int type; //判断敌人运动的方向 private boolean face_to = true; //用于显示敌人的当前图像 private BufferedImage show; //定义一个背景对象 private BackGround bg; //食人花运动的极限范围 private int max_up = 0; private int max_down = 0; //定义线程对象 private Thread thread = new Thread(this); //定义当前的图片的状态 private int image_type = 0; //蘑菇敌人的构造函数 public Enemy(int x,int y,boolean face_to,int type,BackGround bg) { this.x = x; this.y = y; this.face_to = face_to; this.type = type; this.bg = bg; show = StaticValue.mogu.get(0); thread.start(); } //食人花敌人的构造函数 public Enemy(int x,int y,boolean face_to,int type,int max_up,int max_down,BackGround bg) { this.x = x; this.y = y; this.face_to = face_to; this.type = type; this.max_up = max_up; this.max_down = max_down; this.bg = bg; show = StaticValue.flower.get(0); thread.start(); } //死亡方法 public void death() { show = StaticValue.mogu.get(2); this.bg.getEnemyList().remove(this); } public int getX() { return x; } public int getY() { return y; } public BufferedImage getShow() { return show; } public int getType() { return type; } @Override public void run() { while (true) { //判断是否是蘑菇敌人 if (type == 1) { if (face_to) { this.x -= 2; }else { this.x += 2; } image_type = image_type == 1 ? 0 : 1; show = StaticValue.mogu.get(image_type); } //定义两个布尔变量 boolean canLeft = true; boolean canRight = true; for (int i = 0;i < bg.getObstacleList().size();i++) { Obstacle ob1 = bg.getObstacleList().get(i); //判断是否可以右走 if (ob1.getX() == this.x + 36 && (ob1.getY() + 65 > this.y && ob1.getY() - 35 < this.y)) { canRight = false; } //判断是否可以左走 if (ob1.getX() == this.x - 36 && (ob1.getY() + 65 > this.y && ob1.getY() - 35 < this.y)) { canLeft = false; } } if (face_to && !canLeft || this.x == 0) { face_to = false; } else if ((!face_to) && (!canRight) || this.x == 764) { face_to = true; } //判断是否是食人花敌人 if (type == 2) { if (face_to) { this.y -= 2; }else { this.y += 2; } image_type = image_type == 1 ? 0 : 1; //食人花是否到达极限位置 if (face_to && (this.y == max_up)) { face_to = false; } if ((!face_to) && (this.y == max_down)) { face_to = true; } show = StaticValue.flower.get(image_type); } try { Thread.sleep(50); } catch (InterruptedException e) { e.printStackTrace(); } } } }
BackGround.java
package com.sxt; import java.awt.image.BufferedImage; import java.util.ArrayList; import java.util.List; public class BackGround { //当前场景要显示的图像 private BufferedImage bgImage = null; //记录当前是第几个场景 private int sort; //判断是否是最后一个场景 private boolean flag; //用于存放我们的所有障碍物 private List<Obstacle> obstacleList = new ArrayList<>(); //用于存放我们的所有敌人 private List<Enemy> enemyList = new ArrayList<>(); //用于显示旗杆 private BufferedImage gan = null; //用于显示城堡 private BufferedImage tower = null; //判断马里奥是否到达旗杆位置 private boolean isReach = false; //判断旗子是否落地 private boolean isBase = false; public BackGround() { } public BackGround(int sort,boolean flag) { this.sort = sort; this.flag = flag; if (flag) { bgImage = StaticValue.bg2; }else { bgImage = StaticValue.bg; } //判断是否是第一关 if (sort == 1) { //绘制第一关的地面,上地面type=1,下地面type=2 for (int i = 0;i < 27;i++) { obstacleList.add(new Obstacle(i*30,420,1,this)); } for (int j = 0;j <= 120;j += 30) { for (int i = 0;i < 27;i++) { obstacleList.add(new Obstacle(i*30,570-j,2,this)); } } //绘制砖块A for (int i = 120;i <= 150;i += 30) { obstacleList.add(new Obstacle(i,300,7,this)); } //绘制砖块B-F for (int i = 300;i <= 570;i += 30) { if (i == 360 || i == 390 || i == 480 || i == 510 || i == 540) { obstacleList.add(new Obstacle(i,300,7,this)); } else { obstacleList.add(new Obstacle(i,300,0,this)); } } //绘制砖块G for (int i = 420;i <= 450;i += 30) { obstacleList.add(new Obstacle(i,240,7,this)); } //绘制水管 for (int i = 360;i <= 600;i += 25) { if (i == 360) { obstacleList.add(new Obstacle(620,i,3,this)); obstacleList.add(new Obstacle(645,i,4,this)); }else { obstacleList.add(new Obstacle(620,i,5,this)); obstacleList.add(new Obstacle(645,i,6,this)); } } //绘制第一关的蘑菇敌人 enemyList.add(new Enemy(580,385,true,1,this)); //绘制第一关的食人花敌人 enemyList.add(new Enemy(635,420,true,2,328,428,this)); } //判断是否是第二关 if (sort == 2) { //绘制第二关的地面,上地面type=1,下地面type=2 for (int i = 0;i < 27;i++) { obstacleList.add(new Obstacle(i*30,420,1,this)); } for (int j = 0;j <= 120;j += 30) { for (int i = 0;i < 27;i++) { obstacleList.add(new Obstacle(i*30,570-j,2,this)); } } //绘制第一个水管 for (int i = 360;i <= 600;i += 25) { if (i == 360) { obstacleList.add(new Obstacle(60,i,3,this)); obstacleList.add(new Obstacle(85,i,4,this)); }else { obstacleList.add(new Obstacle(60,i,5,this)); obstacleList.add(new Obstacle(85,i,6,this)); } } //绘制第二个水管 for (int i = 330;i <= 600;i += 25) { if (i == 330) { obstacleList.add(new Obstacle(620,i,3,this)); obstacleList.add(new Obstacle(645,i,4,this)); }else { obstacleList.add(new Obstacle(620,i,5,this)); obstacleList.add(new Obstacle(645,i,6,this)); } } //绘制砖块C obstacleList.add(new Obstacle(300,330,0,this)); //绘制砖块B,E,G for (int i = 270;i <= 330;i += 30) { if (i == 270 || i == 330) { obstacleList.add(new Obstacle(i,360,0,this)); }else { obstacleList.add(new Obstacle(i,360,7,this)); } } //绘制砖块A,D,F,H,I for (int i = 240;i <= 360;i += 30) { if (i == 240 || i == 360) { obstacleList.add(new Obstacle(i,390,0,this)); }else { obstacleList.add(new Obstacle(i,390,7,this)); } } //绘制妨碍1砖块 obstacleList.add(new Obstacle(240,300,0,this)); //绘制空1-4砖块 for (int i = 360;i <= 540;i += 60) { obstacleList.add(new Obstacle(i,270,7,this)); } //绘制第二关的第一个食人花敌人 enemyList.add(new Enemy(75,420,true,2,328,418,this)); //绘制第二关的第二个食人花敌人 enemyList.add(new Enemy(635,420,true,2,298,388,this)); //绘制第二关的第一个蘑菇敌人 enemyList.add(new Enemy(200,385,true,1,this)); //绘制第二关的第二个蘑菇敌人 enemyList.add(new Enemy(500,385,true,1,this)); } //判断是否是第三关 if (sort == 3) { //绘制第三关的地面,上地面type=1,下地面type=2 for (int i = 0;i < 27;i++) { obstacleList.add(new Obstacle(i*30,420,1,this)); } for (int j = 0;j <= 120;j += 30) { for (int i = 0;i < 27;i++) { obstacleList.add(new Obstacle(i*30,570-j,2,this)); } } //绘制第三个背景的A-O砖块 int temp = 290; for (int i = 390;i >= 270;i -= 30) { for (int j = temp;j <= 410;j += 30) { obstacleList.add(new Obstacle(j,i,7,this)); } temp += 30; } //绘制第三个背景的P-R砖块 temp = 60; for (int i = 390;i >= 360;i -= 30) { for (int j = temp;j <= 90;j += 30) { obstacleList.add(new Obstacle(j,i,7,this)); } temp += 30; } //绘制旗杆 gan = StaticValue.gan; //绘制城堡 tower = StaticValue.tower; //添加旗子到旗杆上 obstacleList.add(new Obstacle(515,220,8,this)); //绘制第三关的蘑菇敌人 enemyList.add(new Enemy(150,385,true,1,this)); } } public BufferedImage getBgImage() { return bgImage; } public int getSort() { return sort; } public boolean isFlag() { return flag; } public List<Obstacle> getObstacleList() { return obstacleList; } public BufferedImage getGan() { return gan; } public BufferedImage getTower() { return tower; } public boolean isReach() { return isReach; } public void setReach(boolean reach) { isReach = reach; } public boolean isBase() { return isBase; } public void setBase(boolean base) { isBase = base; } public List<Enemy> getEnemyList() { return enemyList; } }
创建lib文件夹,统一存放需要导入的jar包(若已有lib文件,则直接可以进行第二步)
将jar复制粘贴到lib文件夹内
选中jar,右键-----》Build Path-----》Add to Build Path
导入JAR包后的样子,因为我的JAR包已经导入过了,所以上面的也有同样的目录。
游戏挺好玩,还原度也够。
链接:https://pan.baidu.com/s/1Nc28_UKsBV3QHGXfOjSAMg
提取码:uqz9
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